2019-10-31

Fantasy NPC: Terror Of The Mead Glade, Ghost Of Awakened Bear

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Terror Of The Mead Glade, Warden Of The Forest

A gigantic ghostly bear moves across the glade with an unearthly silence. Her eyes are pools of intense green light.

CR 10; XP 9,600
Female advanced awakened dire bear ghost
CN Large Undead (augmented magical beast, incorporeal)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +24

Defense
AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex, +1 dodge, –1 size)
hp 114 (12d8+60)
Fort +13, Ref +11, Will +9
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed 30 ft. (perfect)
Melee corrupting touch +11 (10d6, Fort DC 21 half)
Special Attacks ghostly roar (DC 21)

Statistics
Str —, Dex 17, Con —, Int 15, Wis 16, Cha 20
Base Atk +9; CMB +9; CMD 27 (31 vs. trip)
Feats Dodge, Flyby Attack, Hover, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Fly +9, Intimidate +17, Knowledge (nature) +14, Perception +24, Stealth +22, Swim +4
Language Druidic, Elven, Sylvan
SQ one with the forest

Ghostly Roar (Su) The Terror Of The Mead Glade can issue a resounding roar forcing all sapient or unnatural beings within 60 feet cone-shaped burst to make a Will saving throw (DC 21). Those who succeed are merely staggered for 1 round and become immune to ghostly roar for the next 24 hours. Those who fail their save become staggered for 1d4+1 rounds and cursed with vulnerability to attacks of The Terror herself, and all animals, plants, and vermin, suffering additional 50% hit point damage from such sources. This is a curse effect. The saving throw DC is Charisma-based. This curse can be removed by druid casting atonement after the victim proved her reverence and respect for nature, in addition to other ways of ending a curse.

One With The Forest (Su) The Terror is bonded with her forest itself, and can take a standard action to learn a single fact about it, as if using commune with nature, detect animals or plants, locate object, or locate creature, with range extended to cover the whole area of her forest. She can also use greater teleport to travel to any place within the forest as a standard action (self only), and attract local predators (animal, plant, and vermin) to specific spots.


Once, a druid was a warden of a forest, and kept his abode in the center of a glade ringed by bee hives, renowned for their honey and the mead made of it. As the druid grew older and older, they decided to rise a new warden for the forest and choose a particularly ingenuous bear cub as a heir. Imbued with primal power, the cub grew into a might bear matron, reared by the aging druid, while they struggled with slowly intruding woodsmen, hunters, and less savory folk, desiring riches of the forest for themselves. As the druid slowly succumbed to the old age, their enemies grew bolder and pushed to take the forest for themselves, assembling a great hunting part to kill the bear. They didn't know that before his death, the druid blessed her with cunning and sapience of her own. When they arrived, she faced them instead of running, killing many before succumbing to her wounds only. Her wrath was great, though, and so was her despair over losing recently achieved reason. She clung to existence with combined stubbornness of a angry beast and despairing mortal, imprinting herself on the forest itself and remaining behind as a ghost.

Now she guards the forest from would-be despoilers with fierce disdain for civilized folk, though she is not above showing mercy and compassion for children and those who prove their respect of the nature.


2019-10-30

Fantasy NPC: Ghost of Ikhaylas Ordi, The Drowned Merchant

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Ikhaylas Ordi, The Drowned Merchant

A blue-tinged phantasm of a dark skinned man wearing many layers of wet clothing, with pieces of algae and scum all over him. A silver chain extends from his wrists to a small chest.

CR 4; XP 1,200
Male human restless ghost expert 3
LG Medium Undead (augmented human, incorporeal)
Init +0; Senses darkvision 60 ft.; Perception +17
Aura scourge of dishonesty (60 ft.)

Defense
AC 17, touch 17, flat-footed 17 (+7 deflection)
hp 38 (3d8+21)
Fort +8, Ref +1, Will +7
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed 30 ft. (perfect)
Melee corrupting touch +2 (4d6, Fort DC 18 half)

Statistics
Str —, Dex 10, Con —, Int 14, Wis 16, Cha 24
Base Atk +2; CMB +2; CMD 19
Feats Entrepreneur, Skill Focus (Diplomacy), Skill Focus (Profession [merchant])
Skills Appraise +8, Diplomacy +16, Fly +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Linguistics +8, Perception +17, Profession (merchant) +12, Sense Motive +9, Stealth +8
Language Common and five others fitting local trading routes
SQ merchant's lockbox

Merchant's Lockbox (Su) The chest that Ikhaylas used to keep his savings is focus of his unlife. It has hardness of 15 and can take 30 hit points before shattering into pieces. If it is ever destroyed, Ikhaylas will be overcame with madness, turning into a malicious, violent spectre. He never veers more than a 100 feet from the chest. If it is moved quickly, teleported or taken to another plane, he will reappear next to the chest within 1d4 rounds. The chest is capable of holding more than its size would suggest, with capacity matching bag of holding (type I). Ikhaylas can manipulate objects within the chest as if using mage hand. If the merchant's ghost is ever released and passes on, the chest loses its properties and likely fall apart.

Scourge Of Dishonesty (Su) Ikhaylas was a honest merchant and proud of it, and now, he projects an aura that hinders those who would laugh at his virtue. Anyone who commited a breach of contract within the last 24 hours suffers from sickened condition while within 60 feet of Ikhaylas. Anyone who carries an object borrowed or stolen from a living being or a grave less than a hundred years old leaves a trail of salt water while within the aura. Anyone who commits a violent crime within the aura suffers 1d4 points of Charisma damage.


Ikhaylas knows well he is dead and yet, he stays behind for he failed miserably. A honest and yet moderately successful merchant in life, now he haunts the wreckage of the ship that bore his wares back home. The wares that would bring a hefty profit to him and all those neighbors who entrusted their savings to him are long destroyed now, however, leaving Ikhaylas without means of compensating his investors—which pains him more than his own demise. He remains restless now, bound to an old but sturdy (and slightly magical) chest that he always used to keep his monies safe. The few meager coins that are left within won't suffice to pay even a fraction of what he is due to his partners (or more likely their descendants), though.

Releasing Ikhaylas is theoretically easy. His would-be benefactors only need to help him earn a small fortune and repay his debt to his investors and their families... Good luck tracking them all after so many years, though.
New Feat: Entrepreneur
You have the aptitude for making your enterprises profitable.
Benefit: Double the amount earned with Profession skill. When you make an investment, you can increase your normal returns by 1d3%. When you occupy a leadership role within a kingdom, you grant the kingdom additional +1 bonus to its Economy.
SpecialIf you take this feat at 1st level, you start the game with additional 50 gp of easy to sell trade goods fitting your skills and background.


2019-10-29

Fantasy NPC: Ghost Of Enaasanna, The Trapped Apprentice

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Enaasanna, The Trapped Apprentice

A translucent figure of a young, purple skinned lady with a pair of small ivory horns. She wears a dark blue robes, slightly scorched at the edges, with a large tome hanging on a chain belt at her side. A pair of undersized wings adorns her back, wiggly, scaled tail extends from underneath her robe, and her fingers end in claws.

CR 6; XP 2,400
Female tiefling ghost wizard (teleportation focused conjurer) 5
N Medium Undead (augmented outsider, incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +9

Defense
AC 15, touch 15, flat-footed 13 (+3 deflection, +2 Dex)
hp 40 (5d6+20)
Fort +4, Ref +3, Will +5
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits; Resist cold 5, electricity 5, fire 5

Offense
Speed 30 ft. (perfect)
Melee corrupting touch +4 (6d6, Fort DC 15 half)
Ranged acid splash +4 touch (1d3+4 acid)
Wizard Spells Prepared (CL 5th, concentration +9)
3rd—summon monster III (×2), stinking cloud (DC 18)
2nd—create pit (×2, DC 17, 20 ft. deep), glitterdust (×2, DC 17)
1st—mage armor, magic missile (×2, 3 missiles), shield, unseen servant
0—acid splash, dancing lights, detect magic, mage hand, prestidigitation

Statistics
Str —, Dex 14, Con —, Int 18, Wis 12, Cha 16
Base Atk +2; CMB +2; CMD 17
Feats Augment Summoning, Craft Wondrous Item, Deadly Cantrips, Scribe Scroll, Spell Focus (Conjuration)
Skills Craft (jewelry) +12, Fly +14, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (planes) +12, Perception +9, Profession (librarian) +9, Spellcraft +12, Stealth +10
Language Abyssal, Celestial, Common, Draconic, Infernal, Protean
SQ arcane bond (ghostly grimoire), ghostly grimoire, maw or claw (2 claws, irrelevant in her ghost state, though), prehensile tail, shift (swift action, teleport 10 ft., 7/day), vestigial wings

Ghostly Grimoire (Ex and Su) Enaasanna carries a ghostly grimoire that is the focus of her wizardly abilities. It acts as Enaasanna's bonded object and replaces any focus or material components of her spells. Once per day, Enaasana can spend an hour studying the ghostly grimoire to regain her prepared spells, though she can't change them (a fact that she is unable to pay attention to). She also reforms with her full repertoire of prepared spells when she rejuvenates.


Enaasanna, like many other ghosts, is unaware she is dead—in fact she is literally incapable of comprehending what actually happened, her mind imprinted with a notion that she was merely trapped on the border of the Ethereal plane by a magical disaster that disrupted an important experiment of her master. She will be saved of course, as soon as her master returns from wherever the event cast him across the planes... Which might take time, even for an expert conjurer like him.

Enaasanna forgets everything that she experienced after her death whenever she rejuvenates, believing herself to have just awoken from the disastrous experiment. The only way of convincing her that she is dead and freeing her from a cycle of reappearances, is to open a gate between her current location and the Ethereal Plane or otherwise switch her there, allowing her to understand her delusion.


New Feat: Deadly Cantrips
You can use your offensive cantrips efficiently.
Prerequisite: Ability to cast 0 level spells.
Benefit: You can add your primary spellcasting ability bonus to damage inflicted with 0 level spells. If you prepare spells, you can prepare one additional 0 level spell. If you cast your spells spontaneously, you have one additional 0 level spell known.



2019-10-28

Fantasy NPC: Ghost of Ulfdag The Mistrustful, The Poisoned King

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Ulfdag The Mistrustful, The Poisoned King

A rather portly, though transparent man, with an almost skeletal, half-decayed face, and beard of withered gray hair. He is wearing purple robes and golden crown.

CR 8; XP 4,800
Male human ghost aristocrat 9
LE Medium Undead (augmented human, incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +15
Aura haunted keep

Defense
AC 17, touch 17, flat-footed 14 (+4 deflection, +2 Dex, +1 dodge)
hp 99 (9d8+45)
Fort +8, Ref +8, Will +10
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed 30 ft. (perfect)
Melee corrupting touch +9 (9d6, Fort DC 18 half)
Special Attacks whispers of treason (DC 18)

Statistics
Str —, Dex 14, Con —, Int 14, Wis 12, Cha 18
Base Atk +6; CMB +6; CMD 23
Feats Alertness, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (corrupting touch)
Skills Diplomacy +16, Fly +10, Knowledge (local) +14, Knowledge (nobility) +14, Perception +23, Perform (oratory) +16, Ride +14, Sense Motive +15, Stealth +10
Language Common, Duk, Sylvan

Haunted Keep (Sp and Su) The whole old keep haunted by the dead king is accursed, being permanently desecrated by the act of the regicide (bonuses are already included in Ulfdag's stat block), and desecration will reasserts itself after 24 hours if removed somehow, as long as the king haunts the keep. All food and drink brought within the old keep spoils within a few hours. Any magical potion drunk while within the old keep acts as potion of inflict wounds of the same spell level as the potion's spell level instead of its normal effects, unless a successful Will saving throw (DC 18) is made.

Whispers Of Treason (Su) Ulfdag The Mistrustful can cloud the mind of a sapient being within 60 feet that fails a Will saving throw (DC 18) with thoughts of distrust and fear of betrayal as a swift action. The victim doesn't count anyone as an ally and doesn't count as anyone's ally, remains unwilling subject to any effects, including harmless ones, won't consume any food, drink, or potion, and avoids taking any action that would provoke attacks of opportunity while within reach of any other creature, believing them to be awaiting to take advantage of any opening. Whispers of treason last for 1d4+1 rounds, though failing three consecutive saving throws against this ability causes the victim to develop paranoia insanity that lasts until cured. This is an compulsion effect with emotion descriptor. The saving throw DC is Charisma-based.


Ulfdag The Mistrustful died an ignoble death of being poisoned by own kin. The traitorous culprit never had the courage to reveal oneself, though, sending the king into the death's cold embrace thirstying for vengeance. There were few who could do that, however, limiting Ulfdag's suspicions to his wife, his son, and his brother. His wife grieved for a scandalously short time, his son quickly—too quickly—adjusted to sitting on his father's throne, and his brother could finally exert greater influence over the kingdom's affairs than Ulfdag ever let him... One of them is surely responsible for murdering Ulfdag, who won't find rest until the guilty is brought before his deceased majesty and executed for the heinous crime committed.

Until then, Ulfdag The Mistrustful roams his old keep, mostly abandoned for years now, since the new king and the court were repelled away by the haunting. Now they reside in a new keep, built within the second circle of extended castle walls, while the old keep is only occasionally visited by servants and retainers quickly scurrying around to recover some old records, trinkets, or other items left behind during the relocation, while trying to avoid the rats, spiders, and ranting spirit...


2019-10-27

Monster: Nightswarm Nightshade

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Nightshade, Nightswarm

A swarm of shapeless blobs of darkness flitter on minute wings.

CR 10; XP 9,600
CE Diminutive Undead (extraplanar, nightshade, swarm)
Init +10; Senses darksense, darkvision 60 ft., detect magic, low-light vision; Perception +29
Aura desecrating aura (30 ft.)

Defense
AC 20, touch 20, flat-footed 14 (+6 Dex, +4 size)
hp 130 (20d8+40)
Fort +10, Ref +14, Will +14
Defensive Abilities evasion, swarm traits; Immune cold, weapon damage, undead traits; SR 21
Weakness light aversion

Offense
Speed fly 30 ft. (good)
Melee swarm (4d6 plus 4d6 cold)
Space 10 ft.; Reach 0 ft.
Special Attacks channel energy (5d6, DC 21, 5/day), distraction (DC 20)
Spell-Like Abilities (CL 10th, concentration +10)
Constant—detect magic, magic fang
3/day—summon (level 4, 4 shadows)

Statistics
Str 1, Dex 22, Con —, Int 13, Wis 11, Cha 11
Base Atk +15; CMB —; CMD —
Feats Combat Casting, Command Undead, Extra Channel, Greater Fortitude, Hover, Improved Initiative, Shake It Off, Skill Focus (Knowledge [arcana]), Skill Focus (Knowledge [planes]), Skill Focus (Knowledge [religion]), Skill Focus (Perception)
Skills Fly +16, Knowledge (arcana) +30, Knowledge (planes) +27, Knowledge (religion) +30, Perception +29, Stealth +41
Languages Abyssal, Common, Infernal; telepathy 100 ft.

Ecology
Environment any (Negative Energy Plane)
Organization solitary, pair, cloud (3–9)
Treasure standard


Nightshades are terrifying undead that arise from powerful fiends corrupted by forces of unlife. Most of them at least. Nightswarms form not of mighty entities, but out of throngs of petty fiends consumed by void, with each swarm animated by a single necrotic mind. Nightswarms are some of the weakest nightshades, though they should not be dismissed lightly, for they are also the ones most likely to come in large numbers, unlike their more powerful siblings.

2019-10-20

Monster: Stonewraith

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Stonewraith
A translucent-grey figure with glowing red eyes emerges from a stone statue.

CR 11; XP 12,800
NE Medium Undead (incorporeal)
Init +11; Senses darkvision 60 ft., tremorsense 60 ft., stonesight 60 ft.; Perception +19

Defense
AC 23, touch 23, flat-footed 15 (+5 deflection, +7 Dex, +1 dodge)
hp 114 (12d8+60)
Fort +9, Ref +11, Will +14
Defensive Abilities anchor-stone, channel resistance +4, incorporeal; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee 2 petrifying touches +16 melee touch (1d6 Dex damage, 19–20/×2)
Special Attacks necrotic petrification

Statistics
Str —, Dex 24, Con —, Int 11, Wis 19, Cha 21
Base Atk +9; CMB +9; CMD 26
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Critical (petrifying touch), Improved Initiative, Iron Will
Skills Fly +15, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Perception +19, Stealth +22
Languages Common, Dwarf, Terran
SQ incorporeal

Ecology
Environment ruins, underground
Organization solitary, pair
Treasure standard

Anchor-Stone (Ex and Su) Each stonewraith is linked to its petrified body, reforming its incorporeal form fully healed 1d10 days after being destroyed within its anchor-stone. The stonewraith's petrified body has hardness of 10 and 600 hit points. If the stonewraith's anchor-stone is destroyed or turned back into flesh, the first creature the stonewraith manages to petrify afterwards becomes its anchor-stone after 24 hours (and dies despite being petrified—this is a death effect). A stonewraith can hide within its anchor-stone and take a standard action to heal a number of hit points equal to number of petrified creatures within 60 feet (including its anchor-stone).

Necrotic Petrification (Su) A creature rendered helpless by a stonewraiths Dexterity damage becomes petrified.

Stonesight (Su) A stonewraith can see through 60 feet of stone or masonry as if it was transparent.


Creatures turned into stone are neither dead nor alive, usually. In rare circumstances, a sapient creature might be petrified exactly at the moment of its death. If such demise happens to be caused by necromantic powers, a stonewraith might form. Such undead is purely focused on maintaining its tainted existence forever, viewing mortals as source of more statues in which it might hide.

Occasionally, a mortal being may deliberately taint oneself with necrotic energies before facing a threat capable of turning flesh to stone, in misguided desire for eternal existence. Sometimes they even succeed in becoming stonewraiths...

2019-10-13

Monster: Scorpiterr

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Scorpiterr
A giant scorpion with a skeletal upper body with arms and heads at the end of its tail.

CR 14; XP 34,800
LE Huge Undead
Init +10; Senses darkvision 60 ft., lifesense, true seeingPerception +29
Aura desecration (60 ft.)

Defense
AC 29, touch 19, flat-footed 23 (+5 deflection, +6 Dex, +10 natural, –2 size)
hp 199 (21d8+105)
Fort +12, Ref +13, Will +17
Defensive Abilities channel resistance +4; DR 10/bludgeoning and magic; Resist cold 30, fire 30; Immune undead traits

Offense
Speed 40 ft., climb 20 ft.
Melee 2 claws +20 (2d6+6), bite +19 (1d4+6)
Space 15 ft.; Reach 10 ft. (15 ft. with death stinger)
Special Attacks death stinger
Spell-Like Abilities (CL 21st, concentration +26)
Constant—shield of faith, tongues, true seeing
At Will—bestow curse (DC 18), create undead, dispel evil (DC 20), inflict critical wounds (DC 19), speak with dead (DC 18)
3/day—empowered inflict critical wounds
1/day—mass inflict critical wounds (DC 23), symbol of pain (DC 20), word of recall

Statistics
Str 22, Dex 22, Con —, Int 21, Wis 21, Cha 21
Base Atk +15; CMB +23; CMD 45 (57 vs. trip)
Feats Acrobatic Steps, Alertness, Blind-Fight, Combat Reflexes, Critical Focus, Empower Spell-Like Ability (inflict critical wounds), Improved Initiative, Nimble Moves, Persuasive, Run, Weapon Focus (claws)
Skills Acrobatics +27 (+31 jumping), Climb +14, Diplomacy +32, Intimidate +35, Knowledge (arcana) +29, Knowledge (religion) +29, Perception +35, Sense Motive +35, Spellcraft +29, Stealth +22
Languages Abyssal, Celestial, Common, Draconic, Infernal; tongues

Ecology
Environment warm and dry, ruins
Organization solitary
Treasure standard

Aura Of Desecration (Su) A scorpiterr is surrounded with a constant desecration effect with 60 feet radius.

Death Stinger (Ex and Sp) A scorpiterr's skeletal part can, as a swift action, produce one of the following effects: bestow curse (DC 18), dispel good (DC 20), or inflict critical wounds (4d8+20, DC 19 Will half), with a melee touch attack bonus of +19. A scorpiterr can't bite or use another spell-like ability on the same turn (though it can still use its bite for attacks of opportunity).


Scorpiterrs are monstrous undead amalgams of giant scorpion's animated shell and a humanoid torso melded with the scorpion's tail. They are cunning and highly intelligent beings, though deeply evil and malicious, often believing themselves to be earthly avatars of deities of cruel death and undead.

A scorpiterr is formed when a priest or other divine caster is impaled alive on a giant scorpion's tail and then both are killed with unholy magics causing them to merge into a single composite monster. Obviously, such circumstances are rather unlikely to happen on their own, not without a meddling from an evil god or corrupted cult.


2019-10-06

Monster: Grimsong

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Grimsong
This gray-skinned, desiccated corpse still wears courtly clothes and a flamboyant hat with a plume, while its mouth are held open in a wordless scream.

CR 5; XP 1,200
NE Medium Undead
Init +8; Senses darkvision 60 ft.; Perception +11
Aura song of doom (60 ft.)

Defense
AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
hp 59 (7d8+28); fast healing 5
Fort +5, Ref +8, Will +8
Defensive Abilities channel resistance +4; Immune deafness, undead traits
Weakness vulnerable to sonic

Offense
Speed 30 ft.
Melee 2 claws +9 (1d6+4)
Special Attacks infectious melody, piercing note

Statistics
Str 18, Dex 18, Con —, Int 15, Wis 13, Cha 17
Base Atk +5; CMB +9; CMD 23
Feats Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Acrobatics +11, Intimidate +13, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +11, Perform (sing) +18; Racial Modifiers +8 Perform (sing)
Languages Abyssal, Aklo, Common

Ecology
Environment any
Organization solitary, pair, choir (3–12)
Treasure standard

Infectious Melody (Su) When a grimsong is destroyed, its final wailing infects all living beings within 60 feet who hear it, passing the grimsong curse onto them. Infected sapient creatures capable of singing are seemingly perfectly fine most of the time, though when they sing, they always issue the damned, wordless song of the grimsongs instead of whatever composition they attempted to sing. When they die, they rise as grimsongs themselves 1d4 hours after death, unless their corpses are destroyed or kept within consecrated or hallowed area. Non-sapient beings that are capable of producing sounds occasionally issue howls or wails in weak attempt to sing and when they die they spread the infectious melody with their last breath, but don't animate as grimsongs themselves. Creatures incapable of issuing sounds are still infected but they won't reanimate or pass the infection unless somehow given ability to sing, howl or otherwise produce sound in controlled manner. This is a curse effect that can be removed with break enchantment, dispel evil, or remove curse  (DC 10 + the HD of the grimsong that infected them).

Piercing Note (Su) Once every 1d4 rounds, a grimsong can focus its song into a destructive beam, dealing 6d6 sonic damage within 60 feet line, or half on a successful Will saving throw (DC 16). Creatures that fail their saving throw are staggered for one round. Piercing note is blocked by silence effects but acts on them as dispel magic with caster level equal to grimsong's HD. Any creature reduced to 0 hit points that survives is affected by the grimsong's infectious melody. The saving throw DC of this sonic effect is Charisma-based.

Song Of Doom (Su) A grimsong is constantly wailing a wordless song that twists and erodes morale and emotional guidance. All penalties bestowed by fear, despair, morale, and other emotion effects are doubled. Any morale bonuses, and other bonuses bestowed by emotion or sonic effects become penalties.

Vulnerable To Sonic (Su) A grimsong suffers +50% damage from sonic effects.


The first grimsong was a highly talented bard whose last and greatest creation was a melody so grim, so tragic, it captured essence of despair, voiding hope and light. The melody took over, turning the unfortunate artist into a mere shell for it, a vessel to spread it among entities capable of repeating it, until it would be sung by all the voices in the world heralding the end of time.

Grimsongs are haunted beings, constantly humming the dreaded song and seeking more and more vessels for it. Despite their cunning, they have little concern for their well-being, for they know their destruction will spread the grimsong as well as their continued existence.